Warning: This episode contains Mass Effect's infamous XXX hard core pornographic sex simulation*. Viewers strongly cautioned.
* And by “pornography” we mean, “a fleeting side view of a bare female bottom”.
This whole sex scene feels like a thirteen year old trying to seem adult by cussing and spitting on the ground. Look at me! I’m a mature medium with adult themes! I have sexytime scenes just like in the movies. TAKE ME SERIOUSLY!
And as bad as this is, Dragon Age was even worse. The clothed sex scenes were funny, awkward, and embarrassing.
I think Randy’s suggestion about being able to break down doors is actually an interesting idea. Not in a “all games should do this” kind of way, but more like, “What would happen if this was an option?”
Say the player encounters a locked door, according to the ancient videogame traditions. The design doc calls for a five-minute excursion into the nearby mook factory to get the key. However, you also offer the player the option to just bust the door down, and you make the door-busting gameplay take about as long as the mook assault. The gameplay could consist of some interactive but not stimulating system where you have to alternate between shooting the door, kicking the door, and ramming the door with your shoulder, gradually wearing down the structure of the thing. (Or burning, hacking, lockpicking, spraying with acid, or whatever is appropriate for the setting.) The point is that the player shouldn’t be able to tape the X button down and walk away. They have to stand there and make it happen.
How would players respond to this? How many would choose the boring but safe route, and how many would choose the typical videogame route? How many would take offense that the option simply exists, even though it’s just an option? How many die-hard roleplayers would feel obligated to do things the boring way because it’s the most in-character choice to make?
I’m not saying it would be good. I’m just curious how people would respond.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
What did web browsers look like 20 years ago, and what kind of crazy features did they have?
Shamus Plays LOTRO
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.
Silent Hill 2 Plot Analysis
A long-form analysis on one of the greatest horror games ever made.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.